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yesbird wrote:
> >> Since you have MatLab:
> >>
> >>
https://www.researchgate.net/publication/318476279_Algorithm_976_Bertini_real_Numerical_Decomposition_of_Real_Alge
braic
> >>
_Curves_and_Surfaces/download?_tp=eyJjb250ZXh0Ijp7ImZpcnN0UGFnZSI6Il9kaXJlY3QiLCJwYWdlIjoiX2RpcmVjdCJ9fQ
> >>
> >>
https://www.researchgate.net/publication/4278665_Interactive_Ray_Tracing_of_Arbitrary_Implicits_with_SIMD_Interval
_Arit
> >>
hmetic/download?_tp=eyJjb250ZXh0Ijp7ImZpcnN0UGFnZSI6Il9kaXJlY3QiLCJwYWdlIjoiX2RpcmVjdCJ9fQ
> >>
> >> Bezier patches and Bernstein polynomials! :)
> >> https://cad-conference.net/files/CAD24/CAD24_334-338.pdf
>
> Yes, I have, but MathView is based on WebGL, has no relation to
> ray tracing, but in general this stuff is interesting.
> --
> YB
Well, what I was suggesting, is that since you wanted to use parametric
equations, maybe you could find a way to parameterize things like the Barth
Sextic.
That's all. :)
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yesbird wrote:
>
> Yes, my latest project - online editor for math surfaces and curves
> assumes equations in parametric forms. MathView now in stable beta stage
> and ready to be filled with a content, I am already have a large list
> of candidates to this collection, fortunately they are free :).
>
Have a look at: http://3d-meier.de/tut3/Seite0.html
Lots of parametric equations but it is in German - not the equations :))
I used a whole bunch of them together with meshmaker.inc
Should you need help let me know.
> https://mathview.yesbird.online/
Nice work!
>
> Although it's not completed yet, I will be glad to get any kind of
> response, including suggestions, criticism and new ideas.
>
Just have a look at the screenshot.
Regards
Droj
Post a reply to this message
Attachments:
Download 'mathview.png' (3066 KB)
Preview of image 'mathview.png'

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From: yesbird
Subject: Re: Encyclopedia of Remarkable Mathematical Forms
Date: 3 Apr 2025 15:39:46
Message: <67eee402@news.povray.org>
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On 03/04/2025 21:22, Droj wrote:
> Have a look at: http://3d-meier.de/tut3/Seite0.html
> Lots of parametric equations but it is in German - not the equations :))
> I used a whole bunch of them together with meshmaker.inc
>
> Should you need help let me know.
Oooo - this is a real royal gift !
Many thanks - this is the end of my quest, now I can concentrate on
further development.
>
>> https://mathview.yesbird.online/
>
> Nice work!
> ...
> Just have a look at the screenshot.
>
Some things still need to be implemented, especially in XR mode.
Feedback you sent is very important - what resolution do you have ?
Design assumes 1920x1080, but maybe I should do something with this.
--
YB
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yesbird wrote:
>
> Oooo - this is a real royal gift !
> Many thanks - this is the end of my quest, now I can concentrate on
> further development.
You are more than welcome.
>
> Some things still need to be implemented, especially in XR mode.
> Feedback you sent is very important - what resolution do you have ?
> Design assumes 1920x1080, but maybe I should do something with this.
> --
> YB
Resolution is 1360x768
I use an old LG TV as monitor.
Droj
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From: William F Pokorny
Subject: Re: Encyclopedia of Remarkable Mathematical Forms
Date: 3 Apr 2025 21:07:09
Message: <67ef30bd@news.povray.org>
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On 4/3/25 11:37, Bald Eagle wrote:
> When I was making my tori last night, I was trying to capture that pinkish color
> that you have there.
>
> Of course that's the part you snipped out . . .
>
> What's the special sauce?
The trick was, at least partly, there in my post:
...
union {
...
texture{
pigment{ color rgb<1,1,1>}
finish { emission <0.1,0,0> phong 0.5} // <--- Here, emission
}
...
}
However, you must also run with a v3.8 or later(*) release and set the
version to 3.8 with a #version directive or ini / command line flag like
+mv3.8.
V3.8 is needed because, with it, the default finish{}'s ambient value is
always zero.
A better answer requires more, if I get back to that work, the detail
should be in its own thread. For now, see the asides below.
(*) Lying. Radiosity sets ambient to zero in earlier versions - and
users could always set it to zero.
---
Aside 1: Relatively late in the overall v3.8 development cycle, the
ambient default value was changed from <0.1,0.1,0.1> to <0,0,0>, mostly
based on the argument v3.7 and v3.8 renders of old scenes looked washed
out due the gamma handling changes. These changes made the old ambient
grey far too strong - because it wasn't, itself, gamma adjusted.
For me, the best reason for the v3.8 ambient <0,0,0> default, over - for
example - a new srgb-space, gamma corrected one, is that any non-zero,
grey value has always worked against per feature color support in
POV-Ray.
---
Aside 2: With respect to quality renders, I believe we under-utilize the
per feature / aspect, color functionality already in POV-Ray(*).
Further, that with 'minor-ish' modifications, expanded, per feature,
color functionality can be added /exploited.
(*) We often use single values for 3D color vector specifications. Or we
think of and treat density{} as a single value proposition, when it's
effectively a pigment{}.
Some years ago ('povr named fork' days), I merged existing, but
variously named and, sometimes, mostly forgotten color control
capabilities in POV-Ray under a single new 'amplify' color multiplier
keyword. I went on to extended 'amplify' to additional features in
today's yuqk fork.
Going to stop here. I find - and oddly enjoy - that so much with our
POV-Ray play requires books to describe well! :-)
Bill P.
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William F Pokorny <ano### [at] anonymous org> wrote:
> texture{
> pigment{ color rgb<1,1,1>}
> finish { emission <0.1,0,0> phong 0.5} // <--- Here, emission
> }
Ah. I'll have to play with that method a bit.
When I get home, I usually have all manner of things to attend to (or neglect ;)
) and I don't have the energy/creativity level to fully conceive of
experimenting in certain ways.
I also had some difficulty getting the rich, saturated colors that they show in
Fig 10:
https://www.sciencedirect.com/science/article/pii/S0898122114005252#f000030
I tried using the normal map method developed here:
https://news.povray.org/povray.binaries.images/message/%3Cweb.5da7f3c944e99bc863814b380%40news.povray.org%3E/#%3Cweb.5d
a7f3c944e99bc863814b380%40news.povray.org%3E
But everything was pretty washed out.
They might be using a completely different method / pattern for their coloring
function - which is interesting in itself.
- BW
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Hopefully you've also discovered:
http://xahlee.info/
?
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On 04/04/2025 16:32, Bald Eagle wrote:
> Hopefully you've also discovered:
>
> http://xahlee.info/
>
> ?
>
Thanks, but comparing to:
https://virtualmathmuseum.org/
it's second-hand )
--
YB
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yesbird wrote:
> > http://xahlee.info/
> >
> > ?
> >
> Thanks, but comparing to:
> https://virtualmathmuseum.org/
>
> it's second-hand )
> --
> YB
Yes, second hand is right.
Take a look at:
https://www.frassek.org/
Might give some inspiration and offers parametric equations, too.
Droj
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On 05/04/2025 15:33, Droj wrote:
> Take a look at:
>
> https://www.frassek.org/
>
> Might give some inspiration and offers parametric equations, too.
>
> Droj
>
Many thanks, Droj !
This is really valuable information for me.
I will explore it more deeply, but right now I am enjoying these
two different approaches to shells modelling:
https://www.frassek.org/3d-mathe/meeresschnecken-muscheln/
Also I like accurate and beautiful design as well-thinked
organization of the site in general.
It's very pleasant to work with such resources.
--
YB
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